Quest Markers, and why they should be discontinued.

Post » Fri Jun 08, 2012 10:10 am

Considering the mountains, the rivers and other terrain in skyrim. Having the quest marker on your map doesn't mean you'll know how to get there. Example recently I got the quest to travel to Bloodlet Throne. Yes I got a quest marker showing me the location. But did I know how to get there? No It was up a flipping mountain. I didn't know where the path up was. So the claim that quest markers remove exploration is bull. Being able to walk up a 60 degree slope removes more exploration then quest markers.

If you have map, and your being asked to go to point A. The only reason the person asking shouldn't be able to mark that location on his map is if he doesn't know where it is or he's an [censored] [censored].
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Quick draw II
 
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Post » Fri Jun 08, 2012 3:09 pm

I have never understood the "Quest markers ruin exploration argument" I do not need my hand held and told its time to explore.

You will be able to tell how big a "problem" this is by seeing how many mods are made and downloaded by PC users.If it is a small percentage then Bethesda can reasonably assume it is a matter of some people like anchovies but most don't( at least the anchovie lovers do not demand all pizzas have anchovies on them)
If it is a sizable number of downloads then they should probably put more effort into it.
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Emma-Jane Merrin
 
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Post » Fri Jun 08, 2012 4:41 pm

A better idea would be to have dialogue informing you of the location (like in Morrowind) and make quest markers optional instead of removing them completely.
In Skyrim many locations are random, making it hard to give an detail description like in Morrowind.
One solution might be to simple make target visible on map, and let you focus on it as today. Keep the custom map marker who work like a quest target anyway.
Now this will require an better journal who show target and location.
Daggerfall had a better journal 15 years ago for random quests.
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Emily Graham
 
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Post » Fri Jun 08, 2012 4:44 pm

At first I would agree with this statement, but then why couldn't they have the actor give directions. "I need you recover that whozzywhatsitz. It's in Rockyweed Cavern. Go north out of town and then follow the road west toward markarth. It will be on the right"

I gues expense of paying someone for the extra dialogue could be a problem, but you could just as easily put, instead of "I'll mark it on your map", "Here, take these directions" and have it added to your journal. That way the directions are there in the quest journal for you. Heck, leave the "I'll mark it on your map" if you want, or don't, and still put the directions in the journal without any voice acting dialogue.

The only problem would be radiant quests that pick a random location.

Well as I see it the problem isn't one of simple resources, but a problem of procedural dialogue. An NPC can be scripted to give directions from one place, but what if you wish to ask a random NPC directions? They can't all have voiced dialogue for every quest, from every location.

By procedural dialogue I mean generated on-the-fly, so you ask your first NPC directions, they have no idea, never heard of it. So you ask another. He tells you to travel X miles down Y road to Z town, and ask again. You go there, and ask another random NPC, they give you more finer directions, travel X miles north-west till you see a tower, then travel north from there. Those are the sorts of directions that can be most easily generated and displayed via text dialogue, but currently cannot be easily generated by voiced dialogue.

And so we have the solution of spamming your map, and providing a magic arrow. But this solution is removing exploration and AI/world interaction, there is generally little reason to talk to NPCs (unless you're told to by your arrow) other than to try & fish for random quests, and it seems to me that world exploration is one golden way to improve this.
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Sebrina Johnstone
 
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Post » Fri Jun 08, 2012 6:05 pm

I have never understood the "Quest markers ruin exploration argument" I do not need my hand held and told its time to explore.

'Tis true, but IMO the magic compass removes even this simple pleasure. Nearby locations become visible even if you cannot see them, but I've noticed that when the compass is disabled, you get little terrain clues as to nearby locations. You don't always pick up on them, but they're there. You just don't NEED to pick up on them if you have a magic compass blaring out anything nearby to you all the time.

You will be able to tell how big a "problem" this is by seeing how many mods are made and downloaded by PC users.If it is a small percentage then Bethesda can reasonably assume it is a matter of some people like anchovies but most don't( at least the anchovie lovers do not demand all pizzas have anchovies on them)
If it is a sizable number of downloads then they should probably put more effort into it.

Indeed, but even mods can only do so much, the problem is that the current direction giving system is now inherent to the engine, and there is no real way to change it. I wouldn't wish for magic quest markers to be removed from the game, but I would wish it to be a selectable option rather than an absolute need. I would prefer AI interaction to magic knowledge.
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Blaine
 
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Post » Fri Jun 08, 2012 9:21 am

I gues expense of paying someone for the extra dialogue could be a problem, but you could just as easily put, instead of "I'll mark it on your map", "Here, take these directions" and have it added to your journal. That way the directions are there in the quest journal for you. Heck, leave the "I'll mark it on your map" if you want, or don't, and still put the directions in the journal without any voice acting dialogue.


The only problem would be radiant quests that pick a random location.
Very interesting this threading problem

There's a function perhaps, that's similar to the "The next station is *click* Westminster" annunciator

Find the nearest named location to the character giving the direction and draw on a list of locations

"From *click* go west to *click* and then northeast to *click* - a temple hidden in the forest nearby"

Hmm mountainous archive of possible locations to choose from to speak the dialog...

But NPCs move around the terrain, following the roads from locations to locations- so there's a big SkyrimGPS list somewhere

I'd buy that app

'This app is currently only available to NPCs'

Dagnabbit
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Laura Elizabeth
 
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Post » Fri Jun 08, 2012 12:34 pm

"I show you the location on the map". Or the game tell you "Map actualized". So disable the marker and use the map instead. Easy as that.
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James Shaw
 
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Post » Fri Jun 08, 2012 10:30 am

I agree with OP. I tried disabling the HUD but it just make finding the destination so much harder. I agree that we should at least be able to ask NPC for direction then keep in journal (like in Morrowind). So I don't know why people are saying "if you don't like it, don't use it", let's see them finding where they're going without the compass and not become frustrated. (using clairvoyance all the time?) Clairvoyance in itself is not really immersive (you're just staring at the purple trail of light) but like OP says, it's a good optional feature, just not good for exploration. I guess the map is also a good alternative which is available to us, but a little returning feature of NPC with directions would make things much more immersive.
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hannah sillery
 
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Post » Fri Jun 08, 2012 3:45 am

Certainly Quest Markers shouldn't be discontinued and the whole concept to getting rid of them is severely overrated. Quest Markers are rather useful, If I didn't have quest markers finding Kharjo would be next to impossible.
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Juanita Hernandez
 
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Post » Fri Jun 08, 2012 6:30 pm

This, And if you didnt get it for PC, Then you [censored] up anyway. Sorry.

Oh sorry Mr Bigot if some of us prefer the simplicity of playing a games console over the endless headache that is having an up to spec pc. You tool.
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christelle047
 
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Post » Fri Jun 08, 2012 4:53 pm

They should accomodate both the people who want to use quest markers and those who don't.

This is fairly simple to do really. All they need to do is add a bit more descriptive detail to the quest journal. E.g. Instead of "Speak to Lod" it should say "Speak to Lod at the forge in Falkreath" and instead of "Locate Grimslever" it should say "Find Mjoll's sword Grimslever in the Dwemer ruins of .. north-west of Dawnstar."

Then for those who don't want to use the quest arrows they can simply untick the quest in the journal so it doesn't appear and everyone is happy.
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Albert Wesker
 
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Post » Fri Jun 08, 2012 4:53 pm

They should accomodate both the people who want to use quest markers and those who don't.

This is fairly simple to do really. All they need to do is add a bit more descriptive detail to the quest journal. E.g. Instead of "Speak to Lod" it should say "Speak to Lod at the forge in Falkreath" and instead of "Locate Grimslever" it should say "Find Mjoll's sword Grimslever in the Dwemer ruins of .. north-west of Dawnstar."

Then for those who don't want to use the quest arrows they can simply untick the quest in the journal so it doesn't appear and everyone is happy.
Both of those locations where you get the quest updates they tell you where to go. Mjoll tells you that Grimsever is in Mzinchaft and the guard tells you that Lod is the blacksmith.
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Neil
 
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Post » Fri Jun 08, 2012 7:11 pm

If you don't like them... Don't use them.

You'll never get the overwhelming majority of people wanting to remove them. The reason they exist is because the overwhelming majority wanted them in Morrowind. Likewise fast travelling.
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Monika Krzyzak
 
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Post » Fri Jun 08, 2012 3:39 am

Both of those locations where you get the quest updates they tell you where to go. Mjoll tells you that Grimsever is in Mzinchaft and the guard tells you that Lod is the blacksmith.

There is no reason it can't be included in the journal entry though. Sometimes I have more than 20 quests sitting in the Miscellaneous list and many have become meaningless because I've since forgotten the details.
For Bethesda adding a few more words to the description would not have been time-consuming. Its not hard to type!
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Penny Wills
 
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Post » Fri Jun 08, 2012 2:12 pm

If you don't like them... Don't use them.

You'll never get the overwhelming majority of people wanting to remove them. The reason they exist is because the overwhelming majority wanted them in Morrowind. Likewise fast travelling.
Ahaha

The overwhelming gaming public who never played Morrowind or didn't enjoy Morrowind maybe.
And if you read the thread you would read countless reasons why that isn't viable and how it could be made viable.
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Madeleine Rose Walsh
 
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Post » Fri Jun 08, 2012 7:02 pm

If you dont like them, dont use them, simple as that, Im pretty sure there is an option to disable them. Just like fast travel, its there, but you arent forced to use it, Pointless topic.

Even though I completely agree with the notion that you could just ignore them, or you could just disable them (on the PC version at the least), for many quests it is impossible to play without quest markers. This is because the journal descriptions are extremely minimal, and for misc quests they're actually non-existent. If there at least was an option to get more detailed quest descriptions from the journal, or even better to also re-read the appropriate dialog from the journal, then the quest markers would be truly optional. Previous TES games had this, Skyrim not having this was a step backwards.

As it is now Bethesda dismissed much of the usefulness of the journal, often giving you no other choice then to just follow the arrows.
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Kari Depp
 
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Post » Fri Jun 08, 2012 2:33 pm

Ahaha

The overwhelming gaming public who never played Morrowind or didn't enjoy Morrowind maybe.
And if you read the thread you would read countless reasons why that isn't viable and how it could be made viable.


Oh, I've read it. I played Morrowind. I played it obsessively, and to be honest it was one of my few criticisms of the game. That and the shonky character models. Otherwise the game still stands up pretty well even today.

Removing them though, THAT'S the part that's unviable. To accomodate the small percentage who DO want these things removed you'd p!$$!ng off the vast majority. Simple things such as objective markers are standard in all modern videogames. The idea of wanting them removed is frankly ludicrous these days. They're a central game mechanic.
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Frank Firefly
 
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Post » Fri Jun 08, 2012 4:01 am

Oh, I've read it. I played Morrowind. I played it obsessively, and to be honest it was one of my few criticisms of the game. That and the shonky character models. Otherwise the game still stands up pretty well even today.

Removing them though, THAT'S the part that's unviable. To accomodate the small percentage who DO want these things removed you'd p!$$!ng off the vast majority. Simple things such as objective markers are standard in all modern videogames. The idea of wanting them removed is frankly ludicrous these days. They're a central game mechanic.
I think the majority of the minority want them to be truely optional.
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aisha jamil
 
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Post » Fri Jun 08, 2012 11:13 am

I'm all for you guys wanting to find your own way about but how do you manage it. I use the compass and quest markers and I'm constantly bringing up the map to make sure I'm heading along the best and quickest route to get to my destination.
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Suzie Dalziel
 
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Post » Fri Jun 08, 2012 4:16 am

Oh sorry Mr Bigot if some of us prefer the simplicity of playing a games console over the endless headache that is having an up to spec pc. You tool.

This, over and over again in an endless loop.
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Maddy Paul
 
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Post » Fri Jun 08, 2012 2:41 pm

HUD opacity = 0

Done.

Actual directions as to where things are in the game = 0

Removing the HUD doesn't fix a damn thing, it's just the normal post by someone who doesn't really understand the game they are playing.
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luis ortiz
 
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Post » Fri Jun 08, 2012 10:20 am

Quest Markers need to be discontinued because they diminish the single most important appeal of any Bethesda game: The World.
  • The World is the main character of any Bethesda game. We all have different play styles, we all have different values, we all do things our own way - but the fundamental truth is that the only universal appeal of a Bethesda game is exploring a massive world. Bethesda themselves have tacitly admitted they aren't the best developers for combat, or dialogue, or character modelling, etc. But they know - just as we know - then when it comes to building a living, breathing world - they are second to none.
  • Thus, it is of utmost importance for gameplay to reflect the strength of a Bethesda game: exploring a World. Anything that diminishes exploration of the World, is diminishing the appeal of a Bethesda game. Anything that enhances the exploration of a World, is enhancing the appeal of a Bethesda game.
  • Quest Markers are a toxic inclusion that psychologically override the feeling of being in an explorable world, diminishing the universal appeal of a Bethesda game. When arriving at a new city, instead of the emotional reaction of having your breath taken away by a large town to explore, you are perpetually forced to acknowledge that everything around you is a secondary asset to your "objective". This sensation, the wonder, the joy - is tarnished. You are no longer tasked with the pleasure of exploration, of talking to strangers, of entering all buildings to locate your target. Instead, NPCs and buildings are trivialised because you are actually told they are trivial. The city "shrinks". Everything around you simply becomes an "asset" in a game.
  • In Elder Scrolls, you used to have to get directions from an NPC to locate something, for example, an NPC would tell you: "Head south from town until you reach the bridge, then head west until you reach the cave. It's just north of the stone statue". This system is actually an incredible enhancement to the feeling of being in an explorable world, for two reasons. 1. It engages NPCs meaningfully. and 2. It compels the player to actually view their surroundings, greatly expanding the scope of the world by having them physically navigate it with tactical instructions.
  • Naturally, some form of guidance assistance should be present in future games, which of course, brings me to mention Clairvoyance. Clairvoyance is actually a PERFECT replacement for Quest Markers for two reasons. 1. It is entirely optional and uses an expendable resource (magicka),.... and 2. It doesn't spoil the destination, it just provides the direction you should head in to reach the destination. For those two reasons, it would work as the perfect solution to those who get stuck. Oh, and if someone is going to state that Quest Markers are also optional and that I am making a needless complaint - that is inaccurate. Although you can indeed turn off Quest Markers in Skyrim by deactivating quests, the journal does not provide location information for most quests, which actively forces the player to require the use of them - or using the Journal, M>locate function.


In conclusion, Quest Markers should be discontinued because they diminish the sensation of exploration of a world, and the world is the single most important factor of a Bethesda game. For future titles, location information should be entirely journal-based from NPC directions, with the inclusion of the optional Clairvoyance spell for those requiring further assistance. This is the most ideal system to enhance the world, and thus, enhance Bethesda's games further.

Opinions are like (censored)...everyone has them. Some stink. Just as this waste of a topic. It's all about choice. They give you freedom to play as you want, and it still isn't enough. For some, I guess no matter what is done, there will always be complaining.
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jason worrell
 
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Post » Fri Jun 08, 2012 3:15 pm


Opinions are like (censored)...everyone has them. Some stink. Just as this waste of a topic. It's all about choice. They give you freedom to play as you want, and it still isn't enough. For some, I guess no matter what is done, there will always be complaining.
And apparently skipping over an entire thread and repeating arguments that have been debunked is popular too
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Gemma Archer
 
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Post » Fri Jun 08, 2012 7:45 pm


Opinions are like (censored)...everyone has them. Some stink. Just as this waste of a topic. It's all about choice. They give you freedom to play as you want, and it still isn't enough. For some, I guess no matter what is done, there will always be complaining.

Did you read his post? He wants the choice to play without quest markers. There is no choice in the matter. 'They' are not giving us the freedom to play without quest markers in such a way that would be viable...so they actually aren't giving us the freedom to play as we want. Your post completely contradicts itself.
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SHAWNNA-KAY
 
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Post » Fri Jun 08, 2012 7:36 am



Oh sorry Mr Bigot if some of us prefer the simplicity of playing a games console over the endless headache that is having an up to spec pc. You tool.
I'll need to get myself a list of safe insulting names to call people. because I called someone a male chicken about two months ago and got suspended for about a week and I still have a big red warning line underneath my avatar.
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Prue
 
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